Eat Lead: The Return of Matt Hazard - Walkthrough/guide

Eat Lead: Return of Matt Hazard Walkthrough
by Jacob Vallance
Developed by Marathon
Published by D3 Publisher (USA)
Level 1 - Hide and Sake
The level starts off with a monologue from Matt giving you the premise of the
game. His job, as a detective, is to find the stolen money taken by the owner
of a local Japanese steakhouse and he's going to rain hell on anyone who gets
in his way.
Immediately after Matt's speech, you are given the opportunity to participate
in an "obligatory tutorial." The tutorial is helpful though. It teaches you
the basics, such as movement, aiming and shooting, and reloading as well as a
few other tricks. These tricks refer to the cover system, namely vaulting over
cover and point and cover, which Matt refers to as "down range cover." Point
and cover is quite helpful in this game, allowing you to move from cover to
cover quickly. You'll find this helpful when the cover you are currently
hiding behind does not look like it can take any more damage and you need to
move to more cover quickly. Fortunately all cover in this level is not
destructible so take your time getting used to the different type of cover
tactics available before moving on to Level 2.
After the tutorial the garage doors leading into the steakhouse supply room
open. Quickly find cover and prepare for a wave of Yakuza. Enemies will use
cover to their advantage too. The best tactic available at this point is to
wait for the enemy to jump out from behind cover before returning their fire..
If the enemy does not seem to want to come out from behind cover, find a
better angle to shoot from by moving to different cover. Remember, you can run
up and melee the enemy as well. An un-injured enemy takes three melee hits to
defeat so press the melee button repeatedly if you plan on a lethal dose of
brawling. Melee is a useful tactic for Minimum Hazard and Major Hazard
difficulty but it is advised to only use it as a last resort in Maximum
Hazard, where a single melee hit from an enemy kills Matt instantly.
After disposing of the Yakuza in the garage area, proceed through to the back
and through the kitchen area to the next set of enemies. This set of enemies
you have to defeat before being able to move on to the next area, found
through the door that opens in the far left corner of the kitchen after
killing the enemies.
In the second kitchen area, be mindful of the enemy on the second floor above
the far wall. He has a Magnum which can be quite deadly if not taken care of
quickly. Take him out first or take cover out of his sight and kill the other
two floor based enemies before killing the one with the Magnum. Once all three
have been taken out more enemies flood through the door to the far right of
the kitchen. It's up to you to either move stealthily or not so stealthily to
and through the door on to the way to the dining area. Also, there is a locker
room to the left where you can find a Sub-machine gun on a bench, and a Magnum
on the back of a toilet in the restrooms. The Magnum offers accuracy at range
with power, and the Sub-machine gun offers a quick death to enemies who
venture too close to you.
Once through the door leading to the dining area an enemy runs around the
corner. He is simple enough to melee, just remember to hit him three times in
quick succession. Once he is taken care of, peek around the corner into the
main dining area and more enemies will become aware of your presence. Stay
behind cover and shoot around the corner. Be careful though, sometimes the
enemies get excited and will run directly at you. If one gets too close, fall
back and find a safe spot to take them out. A few enemies in this area have
Sub-machine guns, which can be lethal up close. If you happen to kill one of
the foes who is carrying a Sub-machine gun, pick it up. After taking the rest
of the enemies out move on to lobby area.
The lobby area has a lot of enemies. Use cover wisely and take out the man
with the Magnum. If you do not already have a Magnum, now is a great time to
get one. The Magnum is extremely accurate if you take time to aim and is
invaluable for taking out enemies quickly. Follow the stairs to the right of
the lobby and then go up the stairs to the left to enter a cutscene with Sonny
Tang.
Mini-Boss: Sonny Tang
Sonny Tang is introduced in a cutscene at the VIP bar on the second floor
above the lobby area. Sonny is a Kung-fu artist and a goon of the manager of
the steakhouse. He is full of '70s insults, which quickly annoy Matt, and
won't let you see the manager without getting through him first. This is where
you are first placed in a melee sub-routine fight.
Melee sub-routines are simple but fast paced fights. Press the corresponding
button before a set amount of time to proceed to the next button prompt. This
allows you to progress further into the fight. Fail to press the button on
time, or even the correct button, and Matt gets the snot beat out of him with
some flashy Kung-fu moves. Each button prompt you complete adds more to the
yellow action bar found at the bottom of the screen. The more of Matt's
section filled with the yellow bar, the more time you are given to complete
the final button prompt, which consists of three consecutive button presses.
Knock Sonny Tang down three times to complete the melee subroutine mini-boss
fight and continue with the story.
The VIP bar floods with more Yakuza after Sonny Tang's defeat. The best way to
fight here is to fall back down the stairs that lead up to the VIP bar. Wait
for the Yakuza to follow and move forward, slowly taking out one enemy at a
time. If you are very accurate, or happened to pick up the Magnum earlier, you
can take the Yakuza out as they come around the corner from the far left of
the room. A headshot from any gun will kill them, but a Magnum slug to the
chest will typically do the job just as well. Two waves of enemies are present
in the VIP bar, as well as some Yakuza that come from behind after you kill a
few in the main area. Finish this off and quickly make your way to the door in
the hallway to the far left corner of the VIP bar.
The VIP dining area located past the VIP bar offers lots of room and plenty of
cover. Make your way through this area by killing the Yakuza, walking down the
small amount of stairs, and through the door leading to the VIP kitchen. The
doorway can be found on the lower level on the far wall opposite from where
you entered the dining area. The VIP kitchen is multileveled as well, with two
Yakuza who have Magnums and a few more with other weapons. Take out the
enemies with Magnums first from around the corner if you can, then pick the
rest off. If an enemy ventures too close to a fire extinguisher, shoot it for
a nice blast radius of damage. Once everone is dead, walk down the small set
of stairs and then to the left. Go through the door which leads you to the VIP
lobby area.
The VIP lobby is a large room that has a fountain with a giant rock in the
center of it. Walk toward the double doors located behind the fountain, and
stand behind the rock. This is a great vantage point to take care of the three
waves of Yakuza that storm the area. Use the low cover and the rock to your
advantage, peering around the corners of the rock to pick off each enemy with
headshots. This is much easier if you happen to stay stocked up on Magnum
bullets from the last fight in the VIP kitchen. Once all of the enemies in the
lobby are dead the double doors will open, leading to the Manager's Office.
Boss Fight: Sting Sniperscope (v 1.0)
Upon entering the Manager's Office Matt finds his weapon taken away from him
as a cutscene starts. This is when you are introduced to Sting Sniperscope, a
next-gen character sent to kill Matt. Sting Sniperscope utters dialogue as if
he's a hero from an old action flick. After the cutscene, you are placed into
a melee sub-routine with a simple button prompt to press to knock out Sting.
After laying Sting Sniperscope out with a single uppercut you are taken to a
part of the server where a mysterious helper named QA fills you in on what she
knows and equips you to be better prepared for the levels to come.
Level 2 – Red Meat
Level 2 starts off with you in a butcher shop. Inside the shop are a few rows
of shelves you can use for low cover to take out the butchers. Move from shelf
to shelf to keep the enemies in a manageable area and to dodge any grenades
that might be thrown your way. Take out the one with the Sub-Machine gun
quickly if he gets too close and move into the next room after defeating this
wave of enemies. Inside the next room, use the fire extinguishers to your
advantage. If an enemy gets too close to one, blow it up with a single shot
from your gun, which will do considerable damage to any enemy near the
extinguisher. After this room is cleared QA tells informs you about code
packets. Once the explanation ends, move into the meat locker.
From this point on, pay attention to the cover you are using because a lot of
cover will become destructible. If what you are using no longer seems like it
can take any more damage, move on and hide somewhere else. Use non-
destructible cover such as walls and pillars whenever you can. Clear out the
meat locker and make your way through the door on the opposite end of where
you came in, then through another door to make it to the alley. Kill the two
butchers in the alley to start a cutscene introducing the Bedlam Bandits.
Bandits spawn into the game with dual Six Shooters and Shotguns, both of which
are deadly if you stand too close. Use the outhouse in the center of the alley
for good cover. Pick up a Shotgun for the next area, because there are a lot
of close-quarters fights coming up.
Kill off all of the Bandits in the alley and make your way through the double
doors into the nightclub lobby. In here you'll find you have to kill two
bandits to proceed any further. Once the bandits are disposed of, a door opens
leading to a set of stairs that go up to the catwalk above the nightclub
floor. Up here you'll come across more bandits and a few security guards.
There's not much around to use for cover, so choose a good spot and pick off
enemies, making your way along the catwalk. Proceed through the doorway in the
wall that leads to the security room. Just before the security room though are
two security guards. Peek around the corner and plink them in the head with a
pistol, or rush them and get in close for some great Shotgun kills. Run
through the doorway to the left to get into the security room.
The security room closes off and you must kill all of the enemies in it to
move on to the next area. In the security room you will face bandits and
security guards. To make this easier on yourself, pick up the Maximum Hazard
power up located between two of the center consoles. It is identifiable by its
waist high cylindrical shape and red glow. The Maximum Hazard power up makes
your shots twice as strong, and gives you the ability to kill any enemy with a
single melee hit. This effect lasts for thirty seconds which is more than
enough time to clear the room if efficiently done. Once the door on the left
side of the room opens, walk down the spiral ramp and through the doors
leading to the slot machine room. Dispose of the four enemies located in the
back of the room to continue on to the casino floor. Be careful, one enemy has
a Shotgun and will attempt to get close. Kill him and replenish your Shotgun
shells if you happen to have one in your inventory.
Once you have reached the casino floor, there is a Maximum Hazard upgrade
along the wall to the left, which can be used now or saved until after finding
the manager. Either use is as helpful as the other. Make your way along the
wall to the right and through the door located along the wall. You'll find you
have to kill all of the enemies to make it to the Manager's office from here,
so kill everyone in sight before heading up the stairs located in the room
through the doorway. When you have made it up the stairs, kill off any other
enemies you may have missed and make your way along the catwalk located on the
second floor. Proceed through the doorway to the Manager's office. In here,
you are introduced to Kitty Abundanza, an ex girlfriend of Matt's from a
previous game. After learning Kitty is the manager, you learn about your next
set of enemies, the Russian Rebels. Rebels usually come equipped with AK-47s
and Hazard Pistols.
With Kitty's assistance, remove the Rebels from the top floor of her casino
and make your way back down to the second floor. Pick up an AK-47 along the
way, where more Rebels are going tomake an appearance. Hide behind cover such
as a craps table or the pillar located on the right side of the room and pick
off the enemies. If you happen to have a Hazard Pistol or an AK-47 it's pretty
simple to look around the corners and aim for their heads. Kitty will help a
little, taking out an enemy or two. Once all of the Rebels have been
eradicated, a cutscene ensues where QA opens an exit for Kitty to escape
safely while you continue through the level. After the cutscene, QA gives you
a new upgrade. Finally, some way to use the code packets you have been
obtaining from dead enemies! The Ice upgrade causes the enemies you attack to
become encased in ice. A frozen enemy cannot shoot bullets, and if fully
frozen will die. This will be helpful in those really big battles.
Make your way through the door that opens in front of you by the Maximum
Hazard upgrade and go down the stairs leading into the frigid room where three
Rebels appear. Take cover along one of the objects that rez in on the lower
floor. Rez'ing is another way of saying "appeared out of nowhere," which is
most noticeable when enemies and objects spawn in with red highlighted edges.
While in cover, take out the Rebels and proceed up the stairs to the right and
go through the door to the nightclub dance floor. You have to make your way
through two large square areas while killing Rebels along the way. Once you
get to the far side of where you entered, walk up the stairway on the right
into the bar area. The bar has a mixture of enemies waiting to attack and this
becomes a great spot to use your Ice Upgrade if you have it available.
When the enemies in the bar have been dispatched, continue through the doorway
to the right through another large room. Be careful in this room. Three Rebels
rez in on the same floor as you and one rezes in above you on the catwalk to
the left. Take cover along one of the stages out of sight from the Rebels on
the same floor and take out the Soldier up on the catwalk. With all of the
enemies taken care of, walk along the hallway to the left side of the room and
back into the nightclub lobby. Go back out into the alleyway where you first
saw the bandits.
In the alleyway you are introduced to General Neutronov, an old nemesis from
one of Matt's previous games. After the cutscene, two Rebels rez in. You can
kill them quickly if you explode the barrel placed directly between them. If
you already exploded it earlier, just spray them with bullets from behind
cover and make your way back through the door leading to the meat locker. Upon
reaching the meat locker, you find out it has been turned into a nuclear
missile silo by General Neutronov. You must defeat him and stop the missiles
from going off.
Boss Fight: General Neutronov
This fight is broken into three sections in the room.
Phase One
The first part of the fight starts you on low ground. Make your way up the
available platforms and pick up an AK-47 along the way. Once you're on the
third platform turn and take some well lined up shots on the General. If you
start running low on AK-47 ammo, there are constantly rezing Rebels with fresh
ammo supplies as well as some AK-47s located along the walls on the platforms.
Once you have done enough damage to Neutronov, a quick scene showing a way to
the next area plays.
Phase Two
Proceed up to the next platform, which has three consoles with red buttons you
must press in order to open up the gas tanks underneath General Neutronov.
Open all three gas tanks and shoot the tanks repeatedly to make them explode
one by one. Be careful of the Rebels that will spawn behind you on this
platform while you are occupied by the gas tanks. Once all three gas tanks are
destroyed, another quick scene plays showing the way has opened to the next
three platforms.
Phase Three
Make your way up to the highest platform and spray the General with a healthy
dose of lead. This can be hard since the General is constantly hiding and
moving, but you have to be quick and accurate before the timer runs out on the
bomb. Once General Neutronov has been neutralized, make your way across the
bridge to the bomb and press the button next to it to end the level.
Level 3 – Snipers, and Choppers, and Wizards... Oh my!
Level 3 starts you off on top of a roof overlooking your friend Bill the
Wizard being attacked by security guards. QA informs you that she has placed a
Sniper Rifle on the edge of the roof for you to use to take out the enemies.
Walk up to the mounted Sniper Rifle then interact with it and begin shooting
enemies below. The Sniper Rifle can zoom in and out with the Right Analog
Stick (PS3) or Right Control Stick (X360).
The waves of enemies come in four at a time from opposite sides of the area.
On the last wave of enemies, zoom in to the left and quickly take out the
guard with the Sub-Machine gun, then move back to the right of Bill to take
out the Shotgun enemy. Dispose of any stragglers to allow Bill the Wizard to
escape. Once he has, you want to make your way to the opposite side of the
roof and across a makeshift bridge. Along this path you will come up against
some security guards that you can clear out pretty quickly from cover with the
portable Sniper Rifle located behind an air conditioning exhaust.
Across the bridge and on the other roof, you'll find a winding path with a few
guards along the way. These tight spots are perfect for melee attacks, just be
careful with the last guard after the winding path. He has a Sniper Rifle and
if given time will make short work of you. Defeat him and move along the right
wall to the next mounted Sniper Rifle and protect Bill the Wizard again. In
this one, there are a few useful explosive propane canisters, so use them to
your liking. After a few waves Bill runs off to his third location while you
meet a new enemy; the Soak'em Commandos.
These Commandos enter the battle with Water Pistols and Water Sub-Machine guns
and for the most part are only weak to their own weaponry. Kill the first
Commando and take his Water Pistol, then make your way up the stairway behind
the mounted Sniper Rifle. Follow it to another makeshift bridge to the third
roof. You will run into a few Commandos. Use your new Water Pistol to get
great headshots from behind cover. Cross the bridge and walk down a set of
stairs to a third mounted Sniper Rifle.
The third mounted Sniper Rifle fight is a little different than the previous
two. After the first wave of Bill's enemies are defeated, some Commandos will
rez in behind you. Stop interacting with the Sniper Rifle long enough to take
care of business, and return to the mounted Sniper Rifle and finish the rest
of Bill's enemies. After doing so, QA tells you that Bill can use his powers
again, which he promptly uses to teleport away to safety.
At this point, you see Sting Sniperscope for a second time. This time he's
equipped with an extremely accurate Sniper Rifle with a laser sight always
aiming at your head. This is where your practice with cover comes in to play.
Move along the path up the stairs making sure to take cover before Sting's
laser beeps. Continue to the second set of stairs up to the highest roof and
kill the Commandos that block your path. Once the Commandos are cleared, the
door opens up.
Walk through the door into a stairwell that abruptly ends, allowing you to
only go through one door. Go through the door and proceed to the left into a
large storage type room. Dispense of a few security guards and enter the newly
opened door. This will lead you to the same stairwell you were previously in
but further down. Proceed down the stairs and through the last door into
another storage type room. Here there are a few security guards and also a
Soak'em Commando here. Take cover along one of the tall boxes or a pillar and
use your Water Pistol if available to remove the enemies from the area so that
you may proceed through the open door and up a set of stairs.
At the top of the stairs is a long hallway and an office lining the hall. Kill
the Soak'em Commandos that rez into this area from behind one of the low cover
Soak'em cover boxes in the hall with your Water Pistol. If you do not have a
Water Pistol, it will just take a few more hits from another weapon to do the
same job. Once done, stock back up on Water Pistol ammo and walk through the
door at the end of the hallway.
This area starts with finding out you have to proceed with extreme caution,
using cover wisely while taking out enemies in the upcoming area and avoiding
Sting's laser sight. A general rule here is DON'T RISK IT! If you second guess
being able to make it to further cover after passing useful cover, go back to
the useful cover. The walls of the rooms make great cover. Proceed along the
catwalk taking cover when needed and shoot the construction workers in the
room. Once they are dead, sprint to the room and hide behind the wall. Proceed
through the door on the left side of the room and onto the next catwalk. Each
catwalk has low cover that you may take cover on if you are unsure of how far
you can make it. Clear out the next room, stay out of Sting's sight and enter
the doorway to another catwalk on the left. This is a much longer catwalk and
will require you to take cover at least twice. Move from cover to cover along
the catwalk into the doorway and down the set of stairs.
Exit the doorway at the bottom of the stairs and hug the wall to the right.
Take cover behind one of the tall boxes and kill off the construction workers
getting in your way while staying out of Sting's sight line. Once all of the
enemies are dead continue to move from cover to cover until you make it to the
doorway on the left and out of Sting Sniperscope's vision. This puts you in a
room with a couple of enemies. When the enemies are taken care of proceed
through the next doorway out into an alley. Follow the alley's winding path to
the left and kill any enemies that get in your way. Enter the doorway at the
end of the alley back into the warehouse.
Inside you find out that you have to run for your life to the other side of
the warehouse while dodging bullet spray from a helicopter that you cannot
damage. This requires lots of cover usage. Hide behind cover during the time
the helicopter is firing, and sprint to make it further through the building
when it's not shooting. Once the cutscene introducing the helicopter is done,
run to your right between the forklift and the wall and enter the door along
the wall to the right. You'll have to run around a counter and through a door
on the other side, so if you do not feel safe about it, take cover out of
sight of the helicopter and take out the construction workers in your way.
Once through the door on the opposite side of the counter, go up the stairs
and into the next office area. Dispose of the construction workers in the area
and go through the door on the right to a catwalk area. Follow the catwalk to
the third office area.
Be careful here though, time your sprinting just right to make it past large
gaps with no cover on the catwalk. Once in the third office, enter the door in
the far right corner of the room and proceed down a set of stairs to the
fourth office area. This room can be dangerous because the helicopter can see
through the doorways to shoot you, and there are two enemies in it as well.
Find a good cover spot such as the wall to the left of the door exiting the
room or along one of the cabinets in the room and clear it of enemies. Once
the helicopter gives you an opening, run out into the warehouse to the right
then take cover along a tall cover spot that stands between you and the
helicopter. From there kill the enemies blocking your path to the door exiting
the warehouse. Once the enemies are finished and the helicopter pauses, sprint
for the far wall to start a cutscene where Bill the Wizard makes short work of
the helicopter. When Bill leaves and the cutscene ends, you are given your
other upgrade.
The Fire Upgrade is used for causing damage over time to any enemy you hit
with a bullet or melee attacks. Once you have learned about the Fire Upgrade,
exit the warehouse through the door that opens to the Fraggmee truck lot. The
trucks make good cover against the wave of enemies that exit the office you
need to go through. Peek out around the edges of the trucks and pick off the
enemies one by one with the Hazard Pistol or Water Pistol if you have one.
Walk up the small incline of stairs and through the office once completed.
Follow the path through the room to the doorway, then go down two flights of
stairs and across a catwalk to a room where a cutscene takes place.
This cutscene is the formal introduction to Sting Sniperscope (v 2.0). After
the cutscene he summons his henchmen in the form of glow in the dark Soak'em
Commandos which you must dispense of if you plan on going further. Be careful
of where you take cover in this room, you have to kill enemies and stay out of
Sting's sight while you do. After you kill the two waves of enemies, make your
way through the door to the right and down a flight of stairs into the
generator room.
The generator room requires you to be quick on your toes while dodging Sting's
laser sight, fighting glow in the dark Soak'em Commandos, and making your way
to the far side of the room. There happens to be a Grenade Launcher right in
front of your starting point, but it is not very useful here. It is suggested
you stick to the water type guns since all of your enemies are Commandos. Make
your way through the generator room by zig zagging across to farther areas. It
is also helpful to know that every other set of generators allows you to walk
past them along the walls because they are not connected to the walls. The
most difficult part of this room is the center, where you must make a mad dash
for cover to stay out of Sting Sniperscope's vision. Once out of his range,
use this time to take cover and kill any Commandos that may be giving you
trouble. Continue zig zagging from generator to generator to get to the wall
underneath Sting Sniperscope.
Boss Fight: Sting Sniperscope (v 2.0)
After throwing a hissy fit that gets interrupted by Matt, you are thrust into
a fight for your life on a small catwalk above the area. This time Sting is
not going down without a fight and offers a nice challenge. During this melee
sub-routine fight, the buttons that must be pressed change randomly, so stay
on your toes. Do not forget, not only must you press the right button, but you
must press it in time too. During the times where you must mash a button
repeatedly, get as much of the bar filled as you can so you have a longer time
to enter the last button prompt. After finishing the last button prompt, Sting
is flipped off the side to his death and Level 3 is completed. A cutscene
plays that informs you the head of Marathon Megasoft, a man by the name of
Wallace "Wally" Wellesley, is out to kill you.
Level 4 – Backdoor Assault at the Big House
Level 4 starts you out in Dexter's guest house. Turn around and grab the
Magnum on the counter top before you exit the guest house. Outside and to the
left you will find yourself confronted by waves of security guards around some
water fountains. You cannot continue without taking these guys out, so use
your Magnum for a quick finisher, or save the bullets and kill one of the
guards with an AK-47, to replace your Hazard Pistol. Once the guards are all
dead, make your way up the large flight of stairs to the tennis court.
The tennis court introduces you to the Zombies, an old enemy Wally has the
programmers throw at you. Zombies teach you, if you have not already mastered
how, to aim for headshots since Zombies are almost immune to other forms of
attack. There are also some Russian Rebels in the tennis court. Kill the
Rebels first and stay out of melee range of any Zombie while doing so. Once
the three Rebels are disposed of, kill the Zombies in the area using the
Maximum Hazard upgrade that QA placed along the far wall.
When all Zombies are dead, again, make your way out of the tennis court, up
the stairs and down the walkway to the pool house. If you are low on AK-47
ammo, there is an AK pick up in the left corner inside the door. Take cover on
the pillar next to the pool and spray the AK-47 with the Fire or Ice Upgrade,
if available, over the pool through the door at the oncoming guards. Each
guard will turn into a Zombie so if they get close be careful. When the pool
house is cleared, make your way through the door and up the ramp on the left
up to the garden area.
The garden is a large open space that only really offers low cover. With that
in mind, be careful of the guards in the garden that have Magnums and each
guard you kill here turns into a Zombie as well. Kill the first set of guards
and make your way to the other side of the garden, which has a Maximum Hazard
upgrade and a Grenade Launcher for you to use on the next set of guards. When
the guards and Zombies have been taken care of, make your way up the small
incline to an area overlooking the garden where you must fight four Soak'em
Commandos.
Use cover in this area, preferably an indestructible wall, because one enemy
has a Sniper Rifle. If you still have Magnum ammo, use it here. Two shots from
a Magnum to a Commando will kill them, but if you do not have one, take your
time and chip away at them with whatever weapon you do have. When the
Commandos are no more, turn back around and walk up the larger incline up to
the overhang overlooking the whole area along the house. Kill the two guards
along the way and the Zombies that are produced after, and make your way up to
the door leading to Dexter's bedroom.
Dexter shows his true colors in this room. He plans on killing you so that he
may become the feature hero for a new game for Marathon Megasoft and he plans
on doing so with his inventions, a set of beautiful and deadly robots he
calls "Dexter's Darlings". The Darlings are armed to the teeth with Dual Sub-
Machine guns, which can be quite deadly up close in tight areas. When Dexter
makes his exit to leave the work to the Darlings, you find yourself taking
cover on a chair in the room. Use this cover to take out the Kitty clone with
either the Magnum or AK-47 if you have one, and once she is knocked into her
prone position, run up to her to quickly melee her to finish her. Use cover to
do the same to the southern belle Darling. Switch one of your guns with their
Dual SMG's and follow Dexter to his lounge which is through a couple doors and
down a ramp.
Boss Fight: Dexter
After calling Dexter "Shnookie Lumps," you enter a melee sub-routine fight
with him. This is just like any other melee fight with a boss, enter the
correct button prompts at the right time to pass. If you fail, the Darlings
will show up and fill you full of lead. Complete the fight and Dexter will run
off to the garage.
Make your way through the door that leads to a large room with spiral stairs,
where you'll have to take on two more Darlings and some security guards before
making your way through the door located behind the stairs on the first floor.
Follow the doors to the garage where you meet back up with Dexter. After
surviving another attempt to kill you, you make your way to Dexter and start
to pound his face into his car with a few simple button presses. After Dexter
gives a little loser type speech and you save his life from one of his own
Darlings, you have to head back to the guest house from where you started to
complete the level.
Walk down the ramp into the garden area. The garden just got much more deadly
with the addition of multiple waves of Dexter's Darlings, Bandits, and Rebels.
If you have your Ice Upgrade ready it is strongly recommended you use it along
with an accurate weapon to quickly kill all of the enemies you can. If not,
find cover and kill all of the enemies, leaving the Darlings for last. Stay
stocked up on Dual Submachine gun ammo and make your way down to the pool
house on the other side of the garden. Before entering the pool house, kill
the Soak'em Commandos. Once inside the pool house, two waves of enemies will
run in from the other side; first a set of Dexter's Darlings, then a pair of
security guards. If you are quick and accurate enough you can kill the
Darlings before the security guards arrive. If you're not, take cover along a
pillar and kill the guards before finishing the Darlings.
Exit the pool house on the other side and kill the Commandos and any Zombies
that may have spawned from your kills. This opens up the way back down to the
tennis court. At the tennis court, you are confronted by three of Dexter's
Darlings. Keep a close eye on every one of them, and use cover to get close
enough for a kill after knocking one over. If two of them are close to each
other, make sure to knock both of them over before moving in for the kill.
When the Darlings are cleared from the area, some Soak'em Commandos come in
for a fight. Find cover quickly and use it while chipping away at the enemy's
life. If you are able to get close enough, the Dual Sub-Machine gun offers
quick disposal of the Commandos.
After emptying the tennis court, walk down the path down to the large set of
stairs before the guest house. On the landing before the stairs you'll find a
Grenade Launcher and a Master Shield upgrade. A Master Shield upgrade makes
you impervious to any type of attack for a limited time. Grab both of them and
use a well placed Grenade or two to take out the rushing Russians coming up
the stairs. Wait behind cover on this landing for another Grenade Launcher to
rez in, then pick it up. Make your way down to the guest house, where you'll
have to kill multiple Darlings, security guards, and Zombies to complete the
level. Once this level is complete, you meet a different looking QA. After a
little bit of flirting, this QA leads you out of the level to ... safety?
Level 5 – Same Ship, Different Bay
Level 5 puts you inside of a Yacht. Upon entering the level you need to find
cover fast, and the pillar to the left makes for adequate cover. Use this spot
to kill all of the enemies on the second floor. Be careful, as one of the
enemies tries to rush you and another turns into a Zombie after being killed.
Once you have killed all of the enemies, walk down the metal staircase to the
lower floor of the room and kill all of the enemies here too. One will turn
into a Zombie, and once they are killed a door opens up with more enemies
running through. Kill these enemies and pick up a Sub-Machine gun from the one
that dropped it.
Continue through the door that opened up and through the door at the end of a
small hallway to enter an area with a submarine pool and two floors of
enemies. Stay in the small room and peek into the big room from safety to kill
off all of the enemies you can, then move into the room and find more adequate
cover to finish the job. You'll find a Maximum Hazard upgrade just inside to
the right from where you entered, pick it up if you need it. Once done, walk
to the left side of the room and kill the remaining stragglers, being careful
of all of the explosives in the area around you. Then, make your way to the
far right corner where a door has opened up leading to the top floor. On the
top floor, go to the right side and kill the enemies flooding out of the small
room in the back. Be careful of the Russian Rebels on the left side of the
room.
If you do not feel safe, kill them off on the left side of the room first and
take one of their AK-47s for good use. Once the enemies have been cleared,
make your way to the small room on the right side of the top floor and to a
crew living quarters area.
In the crew living quarters you will find a Maximum Hazard upgrade near the
center of the room and a LOT of crew members. Take cover behind an object and
kill any crew member that tries to get behind your defenses. Use the AK-47 or
Dual Sub-Machine guns with the Maximum Hazard upgrade to make this room much
easier. When the crew has been lethally dismissed, make your way to the far
left corner of the room and through a door that leads to a small hall. Kill
the few remaining crew members and continue up to the cutscene with Master
Chef, a character from the "Crown of Light" series. QA informs you that you
should probably try helping him before the Space Marines from the
series "Hazards of Hostility" get to him first.
Master Chef helps you make your way to the Space Marines by placing heat
shield generators along the path. These give you low cover along the way to
get closer and more accurate shots. When you kill the Space Marines, Master
Chef thanks you for the help and informs you there will be more Marines on the
way. Grab an Energy Pistol and a Plasma Rifle and continue through the hallway
to the right of the room and into an elevator to the deck area of the Yacht.
On the other side of the elevator door there is a single Space Marine on
either side so be careful when stepping out into the open. Charge up a good
blast from the Plasma Rifle to take one out quickly or use quick shots from
the Energy Pistol to kill them both. Each one will turn into a Zombie after
being killed. Take down both Zombies and make your way into the dining room
area. The dining room offers more Space Marines to kill and more will rez in
as you progress further into the dining room. Stay stocked up on pistol and
rifle ammo from the elevator area or from Marines you destroy. After killing
six marines in the dining area the door to the deck opens, allowing you to
proceed outside.
Out on the deck the first thing you'll find is a Master Shield Upgrade to the
left of the door where you come out. A few Space Marines will rez into the
level as well. Pick up the Master Shield upgrade and kill off any Space
Marines you find, including the ones that rez in on the second floor with
rifles. Use a good charged shot or two to kill the ones on the second floor
and continue along the walkway to the left. Along this walkway, you will come
up against multiple Space Marines. Use cover provided by the engines planted
in the ground and use more charged blasts from the Rifle or repeated shots by
the Energy Pistol. Make your way to the other side of the Yacht where you will
have to take out more Space Marines before the doorway to the theater opens up.
Inside the theater, use well placed charged shots from cover to kill Marines
in this tight area. If you're having hard time doing that, the Energy Pistol
is deadly accurate for blind shooting from cover. Make your way up and through
the theater to go to the Piano room. The Piano room is littered with Space
Marines. Hide behind a Heat Shield generator for cover and use an Energy
Pistol from blind fire to take out the Space Marines. Just like the dining
room, the further you progress into the piano room, the more enemies will rez
in.
Kill all of the enemies in the room and proceed through the door that opens to
the left of the piano out to the deck. Out here, you can use the seats as low
cover objects to take out the Space Marines. One Marine turns into a Zombie
after being killed, so stay on the look out. Make your way up the stairs at
the center of the deck and up to the Helo Pad where a cutscene appears. In
this cutscene, you learn the red QA is not the QA you are familiar with, and
the real QA shows up. After a stereotypical evil twin moment, the evil QA
summons the Tentacle Beast of Tramm to put a stop to your progress.
Boss Fight: Tentacle Beast of Tramm
The Tentacle Beast of Tramm offers a long,challenging boss fight. The fight
comes in three phases.
Phase One
Phase one of the Tentacle Beast of Tramm fight tells you to shoot the glowing
jewels on the Tentacle tips to destroy the armor. What you'll need to do is
watch for the first Tentacle to spike the deck, then run underneath it and
wait for a Tentacle to get stuck in the deck. At this point you have about
five seconds to shoot the orange glowing jewel on the Tentacle to kill it. If
you happen to kill it, run to the area underneath where it was and use that
area as a safe spot. If you stand anywhere else, you run the risk of being hit
by a Tentacle when not looking.
If you do not happen to kill the first Tentacle, just stay aware of which
Tentacle is going to attack when, and move into its spot after it has attacked
and wait for an opening. From a safe spot, kill all of the orange jewels on
the Tentacle and the occasional Space Marine too. You should switch out a
weapon for the Energy Pistol if you do not already have one. Switch out your
other weapon with the Sub-Machine gun located in the center of the boat, which
will constantly re-rez after time for a constant source of Sub-Machine gun
ammo.
Phase Two
Phase two makes things even more difficult. Your job is to shoot the small
Tentacles on the side of the boat to coax a large Tentacle holding a mine to
appear next to the boat. Shoot the mine before the large Tentacle has time to
throw it. If you do not, be prepared to run out of range of the mine's blast
radius. Also be careful of the increasing amount of Space Marines that show up
as you kill more Tentacles. These guys are here to keep you well stocked up on
Energy Pistol ammo and to annoy you. Kill a few of them if it gets to be too
much.
Phase Three
After the second phase, three of the large Tentacles pop up on one side of the
bridge. You must shoot the exposed tip of each Tentacle enough to kill it.
After killing one, a cutscene plays between you and QA. Afterward the same
Tentacle you killed is miraculously back. Kill another Tentacle to find out
the programmers messed with the save and load functions, which QA fixes for
you. Kill off the remaining two Tentacles to complete the level and watch a
cutscene.
Level 6 – Fraggmee Warehouse
Level 6 starts out in a large loading dock area. QA informs you that this is
Fraggmee Industries and that Captain Carpenter has told her that it is safe
for you to stay here until things cool down. Unfortunately, that will not be
the case. After the cutscene, the area fills with Russian Rebels. Kill all of
the Rebels while making your way to the far left corner to the door that leads
into the warehouse. Pick up an AK-47 on the way. The first room of the
warehouse contains a Master Shield pick up to the right and a bunch of Soak'em
Commandos.
Grab the shield and remove all of the Commandos you can while the shield is
active. This can be sped up by grabbing a Water Pistol and firing off some
well placed headshots or by using quick melee attacks. When the room is
cleared, stock up on Water Pistol ammo and head up the stairs along the right
wall and through the doorway leading to the packing room. The packing room is
a dual level room with lots of explosives. Use the explosives to your
advantage, and if you are finding that you are having a rough time, grab the
Maximum Hazard upgrade inside the room on the lower floor to the right of
where you entered. Search both levels for enemies and make your way to the
door in the far back wall of the second floor. This leads you to the employee
lounge.
After reaching the employee lounge, QA informs you that Captain Carpenter is
being held hostage by some Soak'em Commandos. Make your way through the Rebels
in the lounge and the Zombies that follow and continue to the Damage Booster
room where a conversation between Captain Carpenter and his captors can be
heard. Clear the room of Commandos using the Master Shield upgrade found in
the far right corner of the room. Stay stocked up on Water Pistol ammo and
enter the door leading up the stairs to the Captain Carpenter cutscene.
During this cutscene you are informed that the enemy is interested in taking
over Fraggmee Industries because of its expertise in explosive devices, and
that they took Captain Carpenter hostage to do so. After Captain Carpenter
makes his exit, head back down to to the Damage Booster room and down the
other set of stairs to the right of the doorway into the Health Pack room on
the lower floor. This room has four Soak'em Commandos you have to take out
before the elevator in the far right corner of the room becomes available for
use. This room happens to have a Maximum Hazard upgrade if needed. Stock up on
water ammo and enter the elevator that takes you to the second floor lobby.
On the second floor lobby, turn immediately to your right and go through the
doorway. Inside this room you are ambushed by some Commandos. Use the barrels
as cover, using your Water Pistol to make short work of these guys, and
continue through to the area to the right and kill the final Commando to start
a new cutscene in the Mana Lab.
This cutscene is the introduction of a new enemy, the Secret Soldiers of the
Wafferthinn. These two dimensional enemies will flatten out to dodge bullet
spray if they have been shot enough. Make your way down the stairs into the
Mana Lab, progressing along using cover to take safe aim at Commandos and
Wafferthinns. There is a Master Shield upgrade located in the back corner
under the stairs you came down. Pick it up and follow the winding path and
kill all Wafferthinns in sight. Make sure to grab a Sub-Machine gun at this
point, and turn it into a set of Sub-Machine guns with another pick up. It is
pretty easy to keep the Sub-Machine guns stocked up on ammo at this point. A
few shots with them will take out the Wafferthinns with ease.
After killing all of the Wafferthinns, a cutscene displays showing a large
metal door exploding outward, giving way to the next area. Pick up the Maximum
Hazard upgrade underneath the far set of stairs and run to the ruined metal
door. Use the time you have the Maximum Hazard upgrade to your advantage.
Defeat a Space Marine or two in this area and pick up their Energy Pistol in
place of your Water Pistol if you have one. Use this Energy Pistol to kill the
rest of the Space Marines in the area. The Energy Pistol is extremely accurate
when shooting blindly over and around cover, so use that to your advantage.
Stock up on Energy Pistol ammo and dual Sub-Machine gun ammo before entering
the door in the far left corner of this room. This doorway leads you to the
next boss fight with Altos Tratus.
Boss Fight: Altos Tratus
Altos Tratus is everything a Japanese based Role Playing Game character should
be. He has text based speech, blond hair, and a giant elaborate sword. After
scrolling through some text with Altos, you find out Altos' job is to kill
you. After realizing trying to stop him is pointless, a battle ensues. Altos
Tratus has two phases.
Phase One
During phase one, Altos has three attacks. The first attack is most noticeable
by long swings of the sword, sending out shockwaves. When he does this attack,
take crouching cover and use your Energy Pistol to shoot at him around a
corner. The second attack is summoning some Space Marines to aid him in
defeating you. Killing them can replenish your Energy Pistol ammo and make
things easier on you. The third, and most devastating attack, is a meteor
shower. Altos Tratus summons multiple flaming rocks that spin quickly around
his head then slow down. During the time they are spinning, shoot him with
some Energy Pistol shots.
Once the rocks have stopped spinning though, sprint for your life in a
constant direction. If two or three of these rocks hit you, it's game over.
When Altos starts getting low on life, he becomes invulnerable and summons
little health packs that float slowly toward him. Shoot these out of the air
with your Pistol before they reach Altos Tratus, so that he is not given the
chance to regain too much health. Continue this cycle to deplete his health
and start phase two.
Phase Two
Phase two is very similar, but instead of swinging his sword to cause
shockwaves, he throws his sword and makes it spin in a circular motion at
chest level towards you. Take crouching cover again quickly and use this time
to spray Sub-Machine gun bullets at him. When the sword returns to him, get
near him and spray him quickly up close. His meteor attack has also changed.
Instead of lots of small meteorites, they are now large and more explosive.
Use the same tactic as phase one, but just be careful not to get stuck in one
area with these things flying at you. He will also summon more Space Marines
and health packs. Make sure to destroy the health packs to keep this fight
from dragging on too long. If you run out of Sub-Machine gun ammo, switch with
one of the AK-47s around the area. Rinse and repeat to remove his life bar.
After defeating him you find the next area you need to go to is the final
level.
Level 7 – A Dock of Ships, Now
You start on this level with what QA tells you is a "massive hack" of enemies.
Get prepared because there are a lot of waves of enemies coming. Take cover
along the the cement bags inside the office to the right or find some standing
cover you feel is safe. Just be careful as most standing cover in this area is
destructible so remember to move from cover to cover. Pick off the
construction workers and the Russian Rebels to cause the Space Marines to
appear.
This is a good time to rush outside and take cover behind the red freight
container to the left. Just be careful of getting too close to a Marine. If
you are able to take out a single Marine at this time with melee attacks, do
it. If not, use the Ice upgrade and freeze one to death to grab an Energy
Pistol. If you find yourself in trouble, there is a Master Shield upgrade in
the center by a tall stack of boxes. Save this if you can until the Marines
are dead. Once you have taken care of the Marines, grab the Master Shield and
prepare for Soak'em Commandos. Run up and melee one that has a Water Pistol
and pick it up.
Use this time to snipe off some Commando heads and proceed around the freight
container wall to the right of the area. After killing off all of the enemies
in the area, a semi truck will honk and drive away, giving you access to the
garage area. Enemies come swarming out a door in the far back and past some
explosives. If you time things right, blow up the explosives as they pass by
to take them out quickly. If you are not that lucky, stay behind cover and
kill them with a few well placed energy shots. Continue onto the winding path
that follows the path the semi truck left and finish the last few enemy
remnants to open the path to the left into a warehouse.
Past the small office opening is a large warehouse room where lots of
explosive objects can be found. Ty to blow up everything you can from the
doorway you enter from. These explosives are more deadly to you than the
enemies that are about to ambush you. With that taken care of, run to the
right and take cover behind the fork lift or the pillar just past it and watch
a swarm of enemies appear. If you have an Ice upgrade available, use it to
make this fight much easier. Kill anybody you can on the first floor, and run
for the door in the far right corner of the room. Take this door and walk
through another small office area to make it to the outside world again.
Out here is another gang of enemies waiting for your appearance. Stay inside
the small office area and shoot from around the corner, occasionally watching
out for the Grenades that are periodically launched into the room. If you do
not like this tactic, run out to the right and take cover around the large
freight container to kill off the enemies. Continue along the path between the
two rows of freight containers and past a fence for the next area of enemies.
In this area be careful of the explosives, though these ones are more useful
for you. Blow up the gas tank on the back of the fork lift to take out some
enemies.
Be mindful of when an enemy gets too close to another explosive. At this
point, pick up a Shotgun to take out the rest of the enemies. After all of the
construction workers have been defeated, Space Marines rez in. Use the Ice
upgrade if you have it available and use the Shotgun to make quick work of
them. Remember to be careful, the pistols they use are extremely accurate, so
freeze them quickly. When all of the enemies outside have been cleared, pick
up some Energy Pistol ammo and Shotgun ammo and make your way toward the ramp
leading inside the ship.
Once inside the ship, take the hallway to the right and into the large room in
the first open door. This room gives way to a few Soak'em Commandos. Take
cover behind one of the boxes, use your Shotgun to kill any that are close
enough, and then use your Energy Pistol to kill those far away. When the
Commandos are eradicated, go through the newly opened door, head through the
long corridor to the right and out a door to the left leading to an open air
area. Run to the end of the catwalk and down the stairs, making your way to
the center of the area. Once here, take cover quickly and kill the enemies
that appear. Use the pistol for quickness and accuracy. Be mindful that there
are also enemies further along the path up on another catwalk.
Once everybody has been turned into a code packet, continue along the lower
level to a door under the set of stairs. This will lead you to the recreation
room. The rec room is full of enemies, so take your time getting past this
area. Enemies are equipped with some deadly guns and tend to come in numbers
instead of solo. If you find yourself low on health, take cover somewhere safe
to catch your breath. When you have made it past the rec room, continue along
up a set of stairs to the kitchen and dining area. The enemy you must worry
about most here is the one with the Magnum, so take him out and proceed to do
the same with the rest.
Grab the Magnum in place of the Shotgun and replace your Energy Pistol with an
AK-47 before moving on through the dining area down another corridor to a
large room full of Soak'em Commandos and Zombies. Use the Magnum to kill the
Commandos and a burst or two to the head from the AK to kill the Zombies. The
door will open up, giving way to a corridor that leads to the outside of the
ship.
The large outdoor area is most notable based on the large orange crane that
occasionally makes its way across the area on the grounds. It is pretty simple
to take cover along the end of the row of freight crates and pick off enemies
with the AK-47 or Magnum. Be careful if you are standing here as there is a
large explosive container just around the corner. Shoot it from a distance to
keep yourself safe when using this cover position. When all of the enemies in
this area have been cleared, QA informs you that she has hacked in a Maximum
Hazard upgrade, placed near the center of the area. Pick it up and quickly
make your way back toward the low wall lining the boat. Equip the Magnum and
quickly take out the four Space Marines, or if you want to play it safe, stay
behind cover, use the Ice upgrade and freeze themone at a time. After taking
care of all of the Space Marines, the warehouse on the far side of the area
opens up.
Make your way up the small incline into the warehouse, picking up a Shotgun
along the way and restocking your AK-47 ammo. Shoot the explosive propane tank
the moment the Wafferthinn appear. Afterward, use the Shotgun to kill the
Wafferthinn quickly. Head up the stairs to the right of this room and up to
the second floor, which gives way to a small office lined with windows to the
outside and a door leading to a bunch of Bedlam Bandits. Take cover along the
office desk just inside the room and use the AK-47 to defeat the Bandits. Make
your way through the doorway they came through, restocking on Shotgun ammo.
This hallway is reminiscent of the first "3D" graphics found in old first
person shooters. As you make your way along this hallway, Wafferthinns appear
to block your path. The Shotgun is very useful against these guys, taking them
out in a single well placed shot. Use the AK-47 if you wish to keep your
distance from them. Make your way through this hallway and out into the train
yard.
The train yard starts off with you having to walk down a set of stairs on
either side of the overlook. Take your choice and use the stairs as cover to
peek around and take out the oncoming security guards and Bandits with the AK-
47. If you do not happen to have ammo for the AK, allow an enemy to get close
and blast him with the Shotgun. Replace your AK-47 with his weapon, and
proceed to kill the rest of the enemies in the room. When things are clear,
run through the large corridor and to the right.
Inside the next large area, a train can be seen rotating in the center of the
room. Take cover and kill the enemies in this area that are equipped with the
Magnum. Switch whatever weapons you may have equipped at this point after
clearing out this room with an AK-47 and the Magnum. You need range and
accuracy for the upcoming train yard that is to the right past this room. This
train yard offers a massive amount of difficulty. There are enemies that
appear on the upper catwalk above the train yard equipped with Magnums and
Sniper Rifles.
Wafferthinn, Bandits, and other enemies appear on the lower level with you.
Use cover to make your way to the far left of the area, at which point QA
hacks in a Master Shield for you to use, located behind a support beam on the
right side of the room. Grab it if you can, and use your Magnum to kill
enemies on the catwalk, and your AK to kill enemies on the lower area, making
sure to be near cover should your Master Shield end before the fight does.
Clear the area of enemies and make your way through the office in the far
right corner and up the stairs just past it, leading up to the catwalk. Take
care of any left over enemies up here and make your way to the other side then
down some stairs on the right end of the hallway.
You will now be inside another train yard that has a large propane tank
mounted to the wall. Do not worry, your bullets are not strong enough to
pierce it, but it is safer to stay inside the hall before exiting the doorway
and getting rid of enemies from around the corner of the doorway. Once the
enemies are cleared out, make your way across the train yard and through the
office, which leads to a room of Soak'em Commandos. Take cover along the
freight crate in the center of the room and take out both waves of them so the
door leading to the next area opens. Use the explosive propane tanks in the
area to take out any Commandos that might wander too close to them. Once the
door has opened, grab an available Water Pistol and make your way through the
office to the other side and out the door.
Once outside the door, a cutscene between you and Sting Sniperscope plays, and
after a little trash talking you are left to your own devices to take on waves
of Soak'em Commandos, Space Marines, and more Soak'em Commandos. Helpful
things in this area are the Energy Pistol that constantly rezes and the Master
Shield upgrade right next to it. If you are accurate enough, there is a
Grenade Launcher you can use that constantly rezes which can be useful against
all of the enemies in this area. It is best to have the Energy Pistol and
Water Pistol and to grab the Master Shield upgrade to take out enemies with
their own weapon types.
Be careful of all of the explosives in this area, especially when walking past
the truck with propane tanks and the propane tanks near the ramp at the
entrance. It is probably best to blow these up from a distance as soon as you
can, because they will not be of much help to you in this battle. Take cover
on the Soak'em crate in front of the Energy Pistol for a great spot to blind
fire all of the enemies. Once the three waves of enemies are finished, walk to
the far side of the street through the garage doors to the next long street
area. make sure to stock up on Energy Pistol ammo and grab the Plasma Rifle
that one of the Space Marines dropped.
Boss Fight: Sting Sniperscope (v 3.0)
This is the final showdown with Sting Sniperscope. This fight comes in two
phases.
Phase One
Sting Sniperscope is perched high atop a tower with almost perfect conditions
to constantly have the Sniper Rifle's laser sight positioned on you. The
objective of this phase is to destroy the three red Gas Canisters in the area.
One on the front side of Sting's tower, one on the left side, and one to the
right side of the street, located on a wall just around the corner from the
last red freight crate lining the street. A single charged Plasma Rifle shot
will blow one up. When you start the battle, immediately move to the right and
hug the left side of the freighter crates and run behind the red one near the
first red Gas Canister.
Use your Plasma Rifle to shoot and de-rez the tall cover located to the right
on the raised walkway to the right of the red freight crate, which gives you a
bit of an opening to shoot the first red Gas Canister. Once you have blown it
up, proceed to the left side of the red crate and sprint across to the red
freight crate on the left side of the street. With the aiming reticle on the
right side of the screen, this gives you easy access to shoot the red Gas
Canister just below Sting. When this canister is done, prepare to run around
the right side of the red freight crate and go straight for the left semi
truck, which you can then follow the left side of for a clear shot at the last
red Gas Canister. When all three have been destroyed, you move on to phase two.
Phase Two
After a short cutscene showing Sting strapped into a control seat, QA informs
you that your goal is to destroy the satellite towers in the area. In order to
do so, you must shoot the seals on each door and coax Sting into using the
Maul of Morning, a giant satellite powered laser that will quickly turn you
into dust if you do not take shelter inside one of the rooms. Break the seal
on the first door using your Energy Pistol and hurry inside. If you are quick
enough the Maul of Morning will destroy the first satellite tower and a wave
of Space Marines will appear.
Before killing all three Space Marines, take this time to cover behind the
lower cover crate near the Energy Pistol and destroy the seals on the other
two doors. When this is complete, take out the remaining Space Marines and run
for the nearest available satellite towers. If you did not happen to get to
one in time, all you have to do is stand out in the open and listen for the
Maul of Morning to reappear and hop back inside the room. With the second
satellite tower taken care of, another wave of Space Marines appear. Take
cover in a safe area and use your Energy Pistol to remove them from the area.
If you happen to have the Ice upgrade, use it to make it easier on yourself.
Once all three Space Marines are gone, run to the final Satellite tower and
allow the Maul of Morning to destroy it to complete the Phase.
With Sting Sniperscope finally vulnerable, QA tells you to finish him. After
an epic attack, Sting Sniperscope de-rezes and QA appears. With the game
apparently over, a little flirting goes on and the credits roll... but do not
have time to finish. Wally has not had enough, and makes one final level for
you!
Level 8 – Taking Revenge to a Whole New Level
After a jolly giggle, you find yourself in a new level, modeled after the
Marathon Megasoft building. Over the loud speaker you hear Wally informing all
of the enemies to keep an eye out for you, and to distract you until he is
ready. Once this is over, look around the corner to the left and you will
notice two security guards, some Soak'em Commandos on the second floor, and
enemies by the stairs on the first floor. Use this corner as your cover to
kill the two guards and the snipers above. This will make progressing further
much easier. Once you step out into the open, you'll notice that annoying
Helicopter is back. This will require you to be quick on your feet and use
cover often. Run forward to the stairs, killing any enemies that may be left
on this floor, grabbing the available Water Pistol the Commando left behind
and making your way up the stairs.
Before reaching the top of the stairs, watch for the Helicopter to disappear
behind a wall before running the rest of the way up the stairs and to the left
into a hallway where you can find a Grenade Launcher. Kill the Russian Rebel
that comes down the stairs to the left and the Commando sniping through the
window on the next floor. Run up the same stairs after an opening is presented
with the Helicopter behind a wall. Once at the top of the steps, make a quick
break to the right and hide behind the pillar. Use this vantage point to
dispose of all the other enemies on this floor. Once that is taken care of you
can run up the stairs on the right side of the room. At the top of the stairs,
make a quick break to the right and hide behind the pillar. This is another
great spot to hide from the Helicopter.
Take out the Rebels and Commandos along the walkway and proceed forward. When
they have all been cleared and the Helicopter stops shooting, sprint along the
walkway! Take cover as soon as you can on the low cover potted plants to put
something between you and the Helicopter. Do the same for the next section of
walkway when there is an opening. From here run to the doorway and to the
short flight of stairs up to the next section of the level.
After two more small inclines of stairs, you reach an area that looks like the
building is still under construction. Some Rebels and Commandos will rez in
and block your path, so fall back and take cover on the potted plant for a
little safety. You'll find some Wafferthinns have appeared behind you as well.
Quickly kill them with whatever weapon you have available and move to the wall
to the right of the stairs, using it for cover for the rest of the enemies.
When you have cleared out what enemies you can see, walk up the stairs and to
the right, then up another set of stairs into a triangular room. Take cover
along one of the low cover stands in the area and take out the remaining
enemies. Restock on available Water Pistol ammo and grab an AK-47 as your
other weapon. Walk up the last set of stairs along the path and into a doorway
to the right. This will take you to a large multi leveled floor that is still
under construction. If you run to the right of the room, you'll find a Master
Shield upgrade which is invaluable here. Grab it quickly because a massive
wave of enemies is about to appear. You'll want to make your way to the left
side of this room and up a scaffolding ramp to the second floor.
Immediately take cover along the long side of the two boxes at the top of the
ramp. Use your Ice upgrade if it is available and make quick work of all of
the enemies you can, paying close attention to the Commandos on the lower
floor and the snipers on the 3rd floor walkway. When the Master Shield has
ended, take cover again quickly and carefully remove all of the enemies left.
Grab a Shotgun left behind by the Bandits and follow the path on the left and
around the corner to the right, heading for the hallway that has a tan colored
tarp laying on the ground leading into it. At the end of this hallway, turn
left to start looking down another long walkway. In a room to the right is a
Grenade Launcher. Grab it, keeping your Shotgun, and make your way to the
walkway.
This is another multi leveled floor on which you start at the top and need to
make your way to the bottom. Upon entering this area some Space Marines show
up and try to get in your way. Use your Grenade Launcher from a safe distance,
taking cover on the pillar to the left at the start of the walkway. If you run
out of Grenades, fall back and pick up another Grenade Launcher and repeat the
process for the remaining Space Marines. Each Space Marine will turn into a
Zombie after death. When the Zombies get close, use a Shotgun blast to take
care of them. With the current area clear, walk to the end of the walkway and
down a ramp to the left, replacing your Grenade Launcher with an Energy
Pistol.
At this point take cover on the pillar putting the new construction and
security enemies on the other side of it. Use the Energy Pistol to take out
the enemy with the Shotgun first, then the construction worker with the Sub-
Machine gun on the second floor to the right, and then any remaining after.
When all of the enemies have been dealt with, including the Zombies they turn
into, you can walk forward and up the stairs. Be careful, as there is a Sniper
on a ledge to the left if you did not take care of him before leaving the
safety of the pillar. Make your way to the right and a squadron of Space
Marines appear. Take cover on the low cover bags of cement and use your Ice
upgrade mixed with your extremely accurate blind fire Energy Pistol to make
this battle easier. Make your way to the elevator on the left to proceed to
the next part of the level.
On the next floor, you are placed in a large square room with two center
sections being occupied by elevator shafts. Immediately run forward and to the
left, quickly disposing one of the Commandos with the Magnum. Grab the Magnum
in place of your Shotgun, and hug the walls taking out what seems like never
ending Zombies and a few Commandos with Magnums. When this is done, a cutscene
plays with Wally telling Downey it is time for the employees to step up to the
line and start fighting you. After the cutscene, two security guards come out
of an elevator, one with a Shotgun and one with a Sub-Machine gun. Use your
Magnum to kill each as they come out of the elevator, and make your way into
the elevator after. This will take you up to the Gallery Lobby.
The Gallery Lobby is where you first meet employee avatars, who are most
notable for their revealing Health bar above their head, and their color coded
suits of armor. Each color represents a different employee. Blue enemies are
Executives, red enemies are Programmers, yellow employees are Artists, and
pink are Testers. None are really any less difficult than the next, so be
careful. This lobby is full of enemies. There is a Master Shield upgrade on
the right side of the room between the two pillars. Use this if it gets too
hairy. The moment you can, replace your Shotgun with a Plasma Rifle. Use any
indestructible cover you can in this area.
When things start clearing out, make your way down the small set of stairs to
the left of the room, where more employees will appear. Stay on the upper
level and use charged shots from your Plasma Rifle in a safe location to clear
the area. After this area has been cleared, make your way to the lower level
again and through a door in the right corner of the room. This will lead you
down a hallway to a conference room. Equip your Energy Pistol and give each
enemy in the room two or three consecutive shots to knock them out, then
proceed through the conference room. After another long hallway, take the
doorway at the end and to the left to enter a large reception room. Employees
will spawn on the top and bottom floor. Run to the pillar inside the doorway
to the right and use it for cover to take out all of the enemies in the room.
Make your way through the room to the door on the left next to the reception
counter and into an office cubicle area.
From here it is pretty simple. Follow the winding path, using whatever cover
you can to dispose of enemies safely. If you run out of ammo for either
weapon, pick up a Magnum here or there, but any chance you can, stick with the
Energy Pistol and Plasma Rifle. You will make your way through three major
cubicle areas until you reach a set of steps in a fire escape. Each landing in
the fire escape has an enemy. Charge up a blast from your Plasma Rifle to take
out each one as you make your way up. After reaching the top of the fire
escape you'll enter a new lounge type area. From the fire escape, make your
way forward and to the right. Prepare for some employees to load into the game
in your path. Kill each of them and restock on Plasma Rifle ammo and Energy
Pistol ammo. The lounge area has two levels; the pool on the ground floor and
a bar in the center up on the second floor. The further you progress along the
lower floor, the more employees show up.
Constantly use what little cover you have to move along the pool and shoot
employees with a well placed charged Rifle shot. When reaching the stairs to
the bar make your way up to clear out the employees found up here. A lot of
them start on the right side of the bar area, and one of them has a Grenade
Launcher. Keep this in mind and use cover to your advantage. Make your way
back down to the lower pool area and along the path to the right. More
employees will appear in your way, so make sure you keep the Plasma Rifle
charged for quick disposal of enemies. Continue along the path to a large room
full of pillars on the right. Just a few more employees to take care of, and
you can make your way up the elevator found in the hallway in the far left
hallway in the room. At the top of the elevator you are taken into an office
room with large bookshelves and pillars lining the walls. This room fills with
employees that you'll have to take out to move on any further.
To make this easier, grab the Maximum Hazard upgrade on the left side of the
room just inside the doorway. Before killing too many employees, grab some
Energy Pistol ammo and Plasma Rifle ammo. Once all of the employees have been
given the day off with your extreme firepower, a cutscene will play
introducing the final boss, Wallace "Wally" Wellesley.
Boss Fight: Wallace "Wally" Wellesley
Wally is the CEO of Marathon Megasoft and armed with a powerful De-Rez Rifle
that destroys anything its bullets touch, as the avatar of QA finds out. Wally
starts with a large, heart warming speech, in which he offers to make your
death quick if you only apologize. After telling Wally what your plans are,
you start phase one of a three phase process.
Phase One
Phase one pits you against two Zombies and two Dexter's Darlings. Use cover
and stay as far away from the Darlings you can. Use your Energy Pistol from
cover to shoot blindly at the Zombies heads. If you stay in a good position
far from the center of the stage, you should be safe enough to stay in the
same spot and kill all of the Zombies first. After taking care of the Zombies,
start taking out the Darlings. If you start getting low on ammo, freeze both
Darlings with the Ice upgrade. While they are frozen reload on Energy Pistol
ammo near the entrance of the area, and quickly make your way to safety on the
far left side of the room. Knock each Darling over and carefully make your way
over to finish the job, and repeat for the next few waves of Darlings. After
the last wave of Darlings is complete, a cutscene showing Wally coming in
closer displays and the blue gate on the left side of the room opens.
You must make it to the other side of the blue gate and press the glowing blue
console found there. At this time though, Wally will periodically shoot at you
as you make your way. You MUST keep cover between you and Wally, or else he
will de-rez you. Move from cover to cover to the console, and interact with
the console to move to phase two.
Phase Two
Phase two is similar, but instead of small waves of Darlings and Zombies, you
get larger waves of Wafferthinns and Space Marines. Use the blue gate pillars
as cover to put between you and the rest of the room, or take cover on one of
the many objects near the console you just de-activated. Use your Energy
Pistol to kill any nearby enemies and leave cover for ammo when needed.
Remember to return back to your previous cover spot. Use this tactic
repeatedly until all but one Wafferthinn is left and make your way to the
opposite side of the room, picking up ammo for your pistol and an Energy Rifle
if you do not currently have one. Kill the last Wafferthinn, and Wally moves
in closer again. If you are not currently next to the gate with the console,
make your way there moving from cover to cover quickly. Wally has become a
quicker shot, so do not risk trying to go for cover at any real distance.
Move to the closest cover and make your way to the console, interacting with
it once you have reached it. This will start phase three.
Phase Three
Phase three puts you against constant waves of three Employees. This is
possibly the easiest phase. Just be careful for the enemies with the charging
Plasma Rifles. Shoot them to knock them off balance, or kill them quickly with
your own charged shot. Occasionally you may have to move in for ammo, but by
now the whole floor should be littered with whatever you want. Kill the last
Employee and Wally will float in closer with some type of remark. You must
make your way down to the center of the room and down some stairs to the last
console. This is extremely difficult if you do not time moving from cover to
cover correctly. The cover is spaced out so closely for a reason; Wally has
become an even faster shot and you do not have time to move any quicker than
from cover to adjacent cover. Make your way to the center console and quickly
interact with it to enter the final cutscene.